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	<title>Comments for Swingpant&#039;s Game Lab</title>
	<atom:link href="http://flashlabs.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://flashlabs.wordpress.com</link>
	<description>Swingpant&#039;s Code Nurdlings</description>
	<lastBuildDate>Thu, 08 Nov 2012 04:03:00 +0000</lastBuildDate>
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		<title>Comment on Collision Detection and Bounce Calculation using Colour Maps (part 1) by aaron</title>
		<link>http://flashlabs.wordpress.com/2009/03/16/collision-detection-and-bounce-calculation-using-colour-maps-part-1/#comment-1925</link>
		<dc:creator><![CDATA[aaron]]></dc:creator>
		<pubDate>Thu, 08 Nov 2012 04:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://flashlabs.wordpress.com/?p=95#comment-1925</guid>
		<description><![CDATA[Can you share the source files for Part 1, if you are not doing Part 2?]]></description>
		<content:encoded><![CDATA[<p>Can you share the source files for Part 1, if you are not doing Part 2?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Away3DLite: Translating 3D Coordinates to 2D Screen Position by Alex</title>
		<link>http://flashlabs.wordpress.com/2010/01/15/away3dlite-translating-3d-coordinates-to-2d-screen-position/#comment-1913</link>
		<dc:creator><![CDATA[Alex]]></dc:creator>
		<pubDate>Fri, 12 Oct 2012 00:25:03 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=215#comment-1913</guid>
		<description><![CDATA[it works! thank you!]]></description>
		<content:encoded><![CDATA[<p>it works! thank you!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Away3DLite: Translating 3D Coordinates to 2D Screen Position by latcho</title>
		<link>http://flashlabs.wordpress.com/2010/01/15/away3dlite-translating-3d-coordinates-to-2d-screen-position/#comment-1900</link>
		<dc:creator><![CDATA[latcho]]></dc:creator>
		<pubDate>Tue, 02 Oct 2012 02:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=215#comment-1900</guid>
		<description><![CDATA[For away3D 4.0 I ended up using this:

var vecPos:Vector3D = ObjectContainer3D( my.nested.objectContainer3D).sceneTransform.transformVector( new Vector3D(0, 0, 0 ) )   ;

 //where Vector3D(0, 0, 0 ) is the local position within the  my.nested.objectContainer3D ( for example change second zero to local height of the nested object to get the top of the object )

var spr:Shape = new Shape();
spr.x = (view3D.width / 2) + (vecPos.x);
spr.y = (view3D.height / 2) - (vecPos.y);

- that&#039;s it, now you have 2D coordinates relative to the sprite where you view3D is attached to on.

- An extra note: if you rescale your view3D by setting view3D.width/height after your initial scene setup and you don&#039;t redraw all your objects after that resize then you have to implement the difference in scale versus the original setup of the objects in the formula:

//the view3D size on scene setup
var myInitialView3DWidth = 1000;
var myInitialView3DHeight = 1000;
//now after you resized your view
var myRelativeScaleWidth = view3D.width / myInitialView3DWidth ;
var myRelativeScaleHeight = view3D.height / myInitialView3DHeight ;

var spr:Shape = new Shape();
spr.x = (view3D.width / 2) + (vecPos.x * myRelativeScaleWidth );
spr.y = (view3D.height / 2) - (vecPos.y * myRelativeScaleHeight );]]></description>
		<content:encoded><![CDATA[<p>For away3D 4.0 I ended up using this:</p>
<p>var vecPos:Vector3D = ObjectContainer3D( my.nested.objectContainer3D).sceneTransform.transformVector( new Vector3D(0, 0, 0 ) )   ;</p>
<p> //where Vector3D(0, 0, 0 ) is the local position within the  my.nested.objectContainer3D ( for example change second zero to local height of the nested object to get the top of the object )</p>
<p>var spr:Shape = new Shape();<br />
spr.x = (view3D.width / 2) + (vecPos.x);<br />
spr.y = (view3D.height / 2) &#8211; (vecPos.y);</p>
<p>- that&#8217;s it, now you have 2D coordinates relative to the sprite where you view3D is attached to on.</p>
<p>- An extra note: if you rescale your view3D by setting view3D.width/height after your initial scene setup and you don&#8217;t redraw all your objects after that resize then you have to implement the difference in scale versus the original setup of the objects in the formula:</p>
<p>//the view3D size on scene setup<br />
var myInitialView3DWidth = 1000;<br />
var myInitialView3DHeight = 1000;<br />
//now after you resized your view<br />
var myRelativeScaleWidth = view3D.width / myInitialView3DWidth ;<br />
var myRelativeScaleHeight = view3D.height / myInitialView3DHeight ;</p>
<p>var spr:Shape = new Shape();<br />
spr.x = (view3D.width / 2) + (vecPos.x * myRelativeScaleWidth );<br />
spr.y = (view3D.height / 2) &#8211; (vecPos.y * myRelativeScaleHeight );</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Away3DLite: Translating 3D Coordinates to 2D Screen Position by Steve</title>
		<link>http://flashlabs.wordpress.com/2010/01/15/away3dlite-translating-3d-coordinates-to-2d-screen-position/#comment-1848</link>
		<dc:creator><![CDATA[Steve]]></dc:creator>
		<pubDate>Sun, 19 Aug 2012 20:49:08 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=215#comment-1848</guid>
		<description><![CDATA[Hi, I tried this and got this error
Property viewMatrix3D not found on away3d.primitives.Plane
I wondered if you could elaborate.
Cheers

Steve]]></description>
		<content:encoded><![CDATA[<p>Hi, I tried this and got this error<br />
Property viewMatrix3D not found on away3d.primitives.Plane<br />
I wondered if you could elaborate.<br />
Cheers</p>
<p>Steve</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Away3DLite: Translating 3D Coordinates to 2D Screen Position by Liam Walsh</title>
		<link>http://flashlabs.wordpress.com/2010/01/15/away3dlite-translating-3d-coordinates-to-2d-screen-position/#comment-1748</link>
		<dc:creator><![CDATA[Liam Walsh]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 17:09:35 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=215#comment-1748</guid>
		<description><![CDATA[Is there a way of working out the scale of the 2D object, so that it would follow in the 3D space but be displayed in 2D ?  Many thanks, Liam]]></description>
		<content:encoded><![CDATA[<p>Is there a way of working out the scale of the 2D object, so that it would follow in the 3D space but be displayed in 2D ?  Many thanks, Liam</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Collision Detection and Bounce Calculation using Colour Maps (part 1) by Michael Hart</title>
		<link>http://flashlabs.wordpress.com/2009/03/16/collision-detection-and-bounce-calculation-using-colour-maps-part-1/#comment-1582</link>
		<dc:creator><![CDATA[Michael Hart]]></dc:creator>
		<pubDate>Tue, 08 May 2012 12:58:08 +0000</pubDate>
		<guid isPermaLink="false">http://flashlabs.wordpress.com/?p=95#comment-1582</guid>
		<description><![CDATA[I&#039;m still waiting for part 2 :&#124;
I can&#039;t figure out what you might have done with your recursive algorithm, I&#039;ve implemented a similar method however it does not account for non-embedded collisions. Care to share? :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m still waiting for part 2 <img src='http://s0.wp.com/wp-includes/images/smilies/icon_neutral.gif' alt=':|' class='wp-smiley' /><br />
I can&#8217;t figure out what you might have done with your recursive algorithm, I&#8217;ve implemented a similar method however it does not account for non-embedded collisions. Care to share? <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Collision Detection and Bounce Calculation using Colour Maps (part 1) by P4INKiller</title>
		<link>http://flashlabs.wordpress.com/2009/03/16/collision-detection-and-bounce-calculation-using-colour-maps-part-1/#comment-1481</link>
		<dc:creator><![CDATA[P4INKiller]]></dc:creator>
		<pubDate>Mon, 16 Apr 2012 13:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://flashlabs.wordpress.com/?p=95#comment-1481</guid>
		<description><![CDATA[Somebody beat you to the punch, d&#039;oh!

http://active.tutsplus.com/tutorials/games/pixel-level-collision-detection-based-on-pixel-colors/]]></description>
		<content:encoded><![CDATA[<p>Somebody beat you to the punch, d&#8217;oh!</p>
<p><a href="http://active.tutsplus.com/tutorials/games/pixel-level-collision-detection-based-on-pixel-colors/" rel="nofollow">http://active.tutsplus.com/tutorials/games/pixel-level-collision-detection-based-on-pixel-colors/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Game Dev. Flipping a DIV &#8211; Horizontally Inverting content with Javascript and CSS by pseudopode</title>
		<link>http://flashlabs.wordpress.com/2012/02/07/html5-flipping-a-div-horizontally-inverting-an-image/#comment-1402</link>
		<dc:creator><![CDATA[pseudopode]]></dc:creator>
		<pubDate>Sun, 01 Apr 2012 17:23:28 +0000</pubDate>
		<guid isPermaLink="false">http://swingpants.com/?p=436#comment-1402</guid>
		<description><![CDATA[Mi reply is a bit late, but I saw interesting things on your blog so I bring back some info myself : CSS2D transform (-*-transform) aren&#039;t accelerated on iOS, but the CSS3D transform are.
So if you want to get some boost, you can use a 3D transform for 2D effect (don&#039;t use Z axis). However, to get that boost, you can only use CSS3D transform. No mix possible between CSS2D and 3D !]]></description>
		<content:encoded><![CDATA[<p>Mi reply is a bit late, but I saw interesting things on your blog so I bring back some info myself : CSS2D transform (-*-transform) aren&#8217;t accelerated on iOS, but the CSS3D transform are.<br />
So if you want to get some boost, you can use a 3D transform for 2D effect (don&#8217;t use Z axis). However, to get that boost, you can only use CSS3D transform. No mix possible between CSS2D and 3D !</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Collision Detection and Bounce Calculation using Colour Maps (part 1) by swingpants</title>
		<link>http://flashlabs.wordpress.com/2009/03/16/collision-detection-and-bounce-calculation-using-colour-maps-part-1/#comment-1285</link>
		<dc:creator><![CDATA[swingpants]]></dc:creator>
		<pubDate>Thu, 01 Mar 2012 20:31:41 +0000</pubDate>
		<guid isPermaLink="false">http://flashlabs.wordpress.com/?p=95#comment-1285</guid>
		<description><![CDATA[Ha - many apologies to all - Part 2 went missing in action. I&#039;m due to re-visit colour maps on a project in the very near future. I&#039;ll put together a proper post about it then :)]]></description>
		<content:encoded><![CDATA[<p>Ha &#8211; many apologies to all &#8211; Part 2 went missing in action. I&#8217;m due to re-visit colour maps on a project in the very near future. I&#8217;ll put together a proper post about it then <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Collision Detection and Bounce Calculation using Colour Maps (part 1) by P4INKiller</title>
		<link>http://flashlabs.wordpress.com/2009/03/16/collision-detection-and-bounce-calculation-using-colour-maps-part-1/#comment-1282</link>
		<dc:creator><![CDATA[P4INKiller]]></dc:creator>
		<pubDate>Thu, 01 Mar 2012 15:19:56 +0000</pubDate>
		<guid isPermaLink="false">http://flashlabs.wordpress.com/?p=95#comment-1282</guid>
		<description><![CDATA[Hey, thanks for this article, will definitely save me some headaches.
I know it&#039;s been a while, but I&#039;m very interested to see a part two of this.]]></description>
		<content:encoded><![CDATA[<p>Hey, thanks for this article, will definitely save me some headaches.<br />
I know it&#8217;s been a while, but I&#8217;m very interested to see a part two of this.</p>
]]></content:encoded>
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